Stephen Armstrong
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Perhaps in the same way that dog-owners grow to resemble their pets, when you meet Nick Park, you are instantly reminded of his genial creation Wallace. Park smiles gently, speaks softly and seems astonishingly shy for a four-time Academy Award winner who signed a three-picture deal with Sony in April. He offers tea and biscuits, and seems proud of the children’s toys, soft chairs and doodled pictures that dot his chaotic office. Then, 10 minutes later, he turns into an ogre.
“Did you blow a whistle?” he yells at Dave Riddett, director of photography at Aardman, the animation company with which Park works. Dave shakes his head meekly, and Park swipes the model sheep that Riddett has been carefully moving around a version of Wallace and Gromit’s village. Park then produces his whistle, delivers a triumphant blast in Riddett’s face and hollers: “I’m a-rustlin’!” It just goes to show how dangerous board games can be – they will change a mild-mannered artist into a scheming super-villain faster than a vat of radioactive chemicals.
The board game in question is Park’s own design. Called Fleeced!, it is the result of 10 years’ thinking, planning and board-redrawing, although he eschewed conventional marketing techniques when it came to road-testing it. “I’ve been a big fan of board games since childhood,” Park explains.
“I still go to jumble sales and look for old games – I must have about 40. My favourite is called Flutter. It’s all about the stock market, and I picked it up for 40p at a car-boot sale.” He suddenly sounds determined. “So I really only needed to play each version of the game with some friends to know what to change. I’m better than any focus group.”
The game is based on a sort of genteel English sheep-rustling. Each of the six playing pieces is an Aardman character – Wallace, Gromit, Shaun the Sheep et al - and the idea is to get to the centre of the board, release sheep from their hide-out, then lead them to your home square. When leading sheep, you have to blow a whistle on every turn or they flee to the village green, offering themselves with abandon to any passing player. You can steal sheep another player has honestly rustled, giving the proceedings a delightfully mean-spirited element that should enrage drunken grandparents and amuse the young in equal measure.
There is also a faintly sinister undertone in the presence on the board of Feathers McGraw, the dastardly penguin from The Wrong Trousers, and Preston, the sheep thief from A Close Shave. Although it is never explicitly stated in the pun-soaked rule book, it’s clear from the characters’ home squares that any woolly bleaters they get their hands/paws/ flippers on will become glue or grub in fairly short order. As the game is aimed at ages eight and up, however, it’s probably best not to mention that on Christmas Day.
“It’s a very personal project for me,” Park says. “It’s like an actor writing a novel. I’ve been really annoyed over recent years at how shoddy most board games have become - they feel really cheap. I particularly hate the ones that are just pencils and pads. I wanted nice figurines, heavy and well made. The deal with Corgi is for 5,000 games, but if they sell, maybe it will make some more. I was signing them in Hamleys the other day, and it sold 250 in two hours, so hopefully people like it - although you do get the sense that it’s all computer games these days.”
Curiously, that’s where Park is wrong. According to Lee Rastery, UK marketing director for Monopoly’s owner, Hasbro, the number of board games sold has risen by 15%in the past three years, with almost 20m games sold last year, for a total of £152m. There have been tweaks to hardy perennials. For instance, in November, Hasbro responded to soaring property prices by making Knightsbridge the most expensive location on the Monopoly board, and added Downing Street, Savile Row, £1,000 notes and skyscrapers. “The industry’s big challenge is to introduce technology into games that adds real value to the gameplay, but in a cost-effective manner,” Rastery says. “For us, reinventions of classic games such as Monopoly Tropical Tycoon, which adds a DVD, or Operation Rapid Response, with a heartbeat monitor, as well as TV- and movie-linked products, are the way forward.” Perhaps the industry need not bother. Since the introduction of the Atari games console in America, board games have proved incredibly resilient. Twenty years on, an equal number of traditional and electronic games (125m each) are sold annually across the pond.
“What every great board game does is take the bad stress of socialising out of the social situation, while leaving in the good stress - the frisson of competition,” explains Jay Teitel, a psychologist and board-game designer. “We usually play with friendly people, at a time of day when there’s less outside pressure that might be inhibiting; and games impose a structure or protocol that removes the often paralysing onus of social improvisation.” In other words, games are an icebreaker.
Ignoring the value of alcohol in just these circumstances, Teitel goes on to posit that games are actually an evolutionary tool. “We’re not trying to balance career/family/ mortgage, we’re Colonel Mustard in the library with a revolver,” he argues. “And we can act accordingly - which means, paradoxically, we can act more like ourselves. For many players, this means they can give themselves licence to be unabashedly competitive. It’s hard to believe western society might not provide ample outlets for the release of aggressive impulses, but watching a group of adults play Trivial Pursuit after office hours is enough to quell anyone’s disbelief. In the evolutionary sense, it’s not a stretch to regard games as collections of dramatic roles meant to safely channel potentially deadly primitive instincts.” What this suggests about Park’s surprisingly competitive play is for a therapist, not a mere journalist, to speculate on.
Yet perhaps Teitel provides only part of the story. The strange rebirth of board games finds echoes across our culture, as we seem to be happily stepping back in time. Saturday-night television, for instance, is widely seen as the broadcasting success story of the 21st century, rescuing an evening’s viewing that had been all but abandoned. Its blend of Doctor Who and variety turns such as The X Factor and Strictly Come Dancing is really just a recreation of the same slot back in the 1970s. Elsewhere, sales of banjos and ukuleles are going through the roof, folk music is back and the fastest-growing sector in the hi-fi world is record players. In fact, indie acts such as Superthriller and Arctic Monkeys are releasing some tracks on vinyl only - a wilful rejection of the download. Of course, that’s rapid growth from a very, very low base, and it would be a fool who bet on turntables outstripping iPod sales in this or any other universe. As the box-office collapse of complex indie movies about Iraq demonstrates, however, in times of trouble, people rarely like to experiment.
This would suggest there’s a lot of money to be made in creating the perfect board game, but you had better move quickly, in case peace breaks out and the economy starts looking lively again. The problem is, almost nobody knows how it’s done. “I’ve really no idea,” Park confesses. “I drew boards and played with friends and tried variations, and I think I’ve got it right, but I couldn’t say for sure.”
Back at Aardman’s Bristol headquarters, I’m finding myself - as Wallace - roaming round in circles, desperate to get a Cheese Card (long story) or nab some sheep. Finally, long after everyone else has banked plenty of the mindless ruminants, I snare my share and make a dash for my two-up, two-down. “Did you blow your whistle?” Park cries. I shake my head mournfully, watching my herd flee to the green. And, finally, I realise one key ingredient of any board game is that there has to be a big, fat loser. But why is it always me?
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